Perfect PlanesOdan, the plane of Order. Monocolor WhiteSian, the plane of Change. Monocolor BlueGorn, the plane of Entropy. Monocolor BlackMont, the plane of Chaos. Monocolor RedApel, the plane of Life. Monocolor Green

Colorless PlanesPrima, the plane of Mortals.Astra, the plane of Travel.

Nozdar is dominated by infinite monarchies. Each has a strict yet clear legal code. These monarchies don't see eye to eye, however, vehemently disagreeing upon their respective differences, no matter how subtle.

It is for this reason this plane is physically dominated by heavy fortifications, castles, walls, towers. All made out of perfect stone. And between those fortifications armies march, soldiers led to battle by knights in shining armor.

In between the borders of these monarchies are the monasteries of the Justicars. Great fortified monasteries with strong barred gates. Prevented from assault by the natives by treaties that date back to the dawn of time.

Inside these monasteries are those who have been sent for punishment. Whether they were dissidents to their own monarchy, enemy soldiers captured, or people sent there from other planes, they are here for eternal torture.

The Justicars are dedicated and powerful, knowing ways to torture a soul even after the body has passed on. They are unrelenting in their torture, believing that every single being sent for punishment by them must have committed some kind of terrible crime.

Liros is an infinite library, its books containing everything that is, was, shall, and could be known. It is therefor a shame that it is so difficult to find what one is looking for.

The plane shifts around when nobody is looking. Just as you leave a corridor behind, a bookcase shifts to block the way back. Just as you leaf through a book, the bookcase behind you shifts to reveal a new pathway.

Fate itself conspires against the seeker of knowledge. That bookcase that just shifted away had the answer you were looking for, but now it is somewhere else inside Liros entirely. Or perhaps you find an answer, but the rules of physics have changed subtly while you were looking, leaving the answer ineffective.

While searching, a subtle tune fills the air, played by instruments that can never be seen, never be found. Its as though its emitted by the plane itself. The music is haunting, and seems to be taunting the seeker.

Occasionally, the music changes. This signifies major changes to the landscape of Liros. Usually this happens when a seeker was particularly close to finding the answer they seek.

As inorganic as it is, Liros is not without its inhabitants. Librarians and Guides, usually both at the same time, inhabit this plane. While even they are near-incapable of finding answers, they know how to travel the plane, and have fast amounts of wisdom to entertain the seekers with.

In fact, this wisdom is the true gem of the plane. While it is near impossibly difficult to find the answer one is looking for; the books and guides seem to provide wisdom that enlightens the seeker in regards to many issues he experience outside the plane. These answers aren't provided by the plane, but rather the seeker's intuition guides him towards what he needs to know, and his destiny makes sure he learns the lesson.

Special RulesThose coming to this plane to seek an answer must make a will safe each day (DC 15+amount of days spent here.) If they fail, they become engrossed in their search, never ceasing until they have done the near impossible... found their answer. However, for every two weeks spent searching within this plane, the seeker receives a +1 inherent bonus to their wisdom score. (Stacks with itself and other inherent bonuses, and is capped at a total +5 inherent bonus like usual.)

Life is abundant in Anroi. Too much so. Its inhabitants wage a constant yet careful war to keep life in check. For to not do so means their villages and cities will be overrun and destroyed.

Sadly, they can't just cut down or kill what they can find outside their settlements. For to do so means they are likely to kill vital pieces of the environment which will reverse the situation temporarily.

Starvation is the result of such a reversed situation, and while those never last long, they last long enough to cause the death of many, crippling a settlement for years to come.

Even killing a single plant, if the wrong one is chosen, can have this result. For that plant might have played a big part in the grand scheme, and only the small parts of the scheme can be safely disrupted.

As such, even as they kill and destroy the nature outside their settlement's borders, they never kill what they don't believe was fated to die by their hands, for to mess with those fates is to cause untold death and destruction.

Kaldor hates its inhabitants. The plane's natural penchant for order and preparation makes the free-willed inhabitants the plane's natural enemies. This emotion is so fierce, so powerful, that it overcomes even that natural penchant, and turns the place in a plane as chaotic as its inhabitants.

As such, the plane uses magic to create illusions, its got living agents that seek to lure the natives out and get them into Kaldor's many dark traps. The most prominent are the Witches of the Wastes, extensions of Kaldor itself, their siren songs enthrall. When a hapless soul is caught by their song, they are devoured by such a Witch, never to return back to their safe havens.

Because the inhabitants have their Utopian havens. Protected from Kaldor by enchanted domes that cap their cities, the inhabitants pool their knowledge to create orderly defenses. So that the inhabitants of Kaldor's domed cities may live in utter freedom to do as they wish, whether that is song and dance, outright hedonism, or something else entirely.

Too bad that no plants will grow inside the domes. The occasional hunting and gathering party is required to bring food to the domes. Often times, these parties are taken by Kaldor in part or in full. Those who return with food are lauded as heroes, and those who did not are mourned as the same.

Special RulesBesides the monstrous inhabitants of Kaldor, Kaldor is capable of casting major image whenever it likes, and without restraints on area or duration. The Will save DC to disbelief these is DC 25, or DC 20 within five hundred feet of a domed city. Kaldor is incapable of casting these inside the domed cities.

Peace and Harmony are abundant on Garon, its inhabitants helping out one another when help is needed. Thriving communities coexist with abundant natural resources, and with abundant spirits of malice.

These spirits take their sweet time to corrupt the inhabitants of Garon. Researching the weaknesses in their mental state before striking. If at first they don't succeed, they keep on trying and trying until they do succeed.

And that's when the inhabitants crack. Most do, eventually. They turn insane, and most start striking out against the harmony that fills their plane, killing or torturing others because they are no longer a part of the plane's harmonic society. They never live long, soon being killed by those yet sane.

A few of those who become corrupted are more lucky, or less, depending on who you ask. Instead of killing and torturing at random, they attempt to insert themselves at positions of power, and if they succeed, they use that power to disrupt harmony.

They too, tend to be caught. But their effects are more severe, more insidious. More damaging to the harmonic society. Even so, they too are killed, so they won't disrupt harmony any further.

Special RulesThose travelling through or living in this plane must make a will save each year (DC 10+amount of years spent here.) If they fail, they become insane, and start actively disrupting the harmony of Garon.

Lyria is a beautiful, utopian place. There are no fights, no conflicts. All the Lyrians know their place in society, and do their best to do their duties.

The plane itself assigns the duties to the inhabitants of Lyria, whether they are native or not. While the Lyrian natives are quite susceptible to this inherent caste system, offworlders do neither realize nor act upon their caste immediately.

This is made worse once you realize that the natives are capable of detecting another person's caste at a mere glance, and regularly do so to know their place in regards to the other, as well as what's expected from them.

It should come as no surprise then, that they fear those who go against their caste. They do not understand non-natives, and they have been told about the wars and chaos that exist on other planes, dreading what those who belong to other worlds will bring.

Worse, those who spend too much time away from Lyria lose contact with their innate caste, alienating themselves from their fellows back home. Likewise, spending too much time on Lyria can make one conform to their assigned caste without meaning to.

Special RulesOutsiders travelling through or living in this plane must make a will save each month (DC 10+amount of months spent here.) If they fail, they become in tune with their caste and will act in accordance with it at all times. Only by taking them away from their plane can they be freed, at which point the saves are made each day, and are DC 10+amount of months spent on Lyria-amount of days spent away from Lyria. At a successful save, Lyria's influence over them is gone yet again.

Non-outsiders make the same save, but the interval is once per year (DC 5+amount of years spent here) and the save does not automatically fail on a natural one. Removing a non-outsider from Lyria instantly removes Lyria's influence.